Video game systems

ABSTRACT

Video game systems for executing instructions according to a video game contained on an item of first media including: an item of second media containing data defining an aspect of the video game; and a video game console including a housing, a first media device supported by the housing, a second media device supported by the housing, and a control unit supported by the housing and configured to control the first media device to read the item of first media and to control the second media device to read the item of second media.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is based upon and claims priority under 35 U.S.C.§119(e) to the following U.S. provisional applications, which areincorporated herein by reference in their entireties for all purposes:Ser. No. 60/716,563, entitled “TRADING CARD UTILIZING RADIO-FREQUENCYIDENTIFICATION,” filed on Sep. 12, 2005; Ser. No. 60/717,540, entitled“TRADING CARD UTILIZING RADIO-FREQUENCY IDENTIFICATION,” filed on Sep.14, 2005; Ser. No. 60/722,143, entitled “TRADING CARD UTILIZINGRADIO-FREQUENCY IDENTIFICATION,” filed on Sep. 29, 2005; Ser. No.60/730,225, entitled “TRADING CARD UTILIZING RADIO-FREQUENCYIDENTIFICATION,” filed on Oct. 24, 2005; Ser. No. 60/733,653, entitled“TRADING CARD UTILIZING RADIO-FREQUENCY IDENTIFICATION,” filed on Nov.4, 2005; Ser. No. 60/765,274, entitled “TRADING CARD UTILIZINGRADIO-FREQUENCY IDENTIFICATION,” filed on Feb. 3, 2006; Ser. No.60/772,314, entitled “TRADING CARD UTILIZING RADIO-FREQUENCYIDENTIFICATION,” filed on Feb. 10, 2006; Ser. No. 60/797,958, entitled“TRADING CARD UTILIZING RADIO-FREQUENCY IDENTIFICATION,” filed on May 5,2006; and Ser. No. 60/802,607, entitled “TRADING CARD UTILIZINGRADIO-FREQUENCY IDENTIFICATION,” filed on May 22, 2006. This applicationalso claims priority under 35 U.S.C. §120 to the following U.S. designapplications, which are incorporated herein by reference in theirentireties for all purposes: Ser. No. 29/253,669, entitled “GAMECONSOLE,” filed on Feb. 10, 2006; Ser. No. 29/255,110, entitled “GAMECONSOLE,” filed on Mar. 3, 2006; and Ser. No. 29/259,080, entitled “GAMECONTROLLER,” filed on May 1, 2006.

The following applications claim benefit to the same parent applicationsrecited above, include similar disclosures as the present application,and are incorporated herein by reference in their entireties for allpurposes: Ser. No. 11/530.832, entitled “VIDEO GAME CONSOLES,” filed onSep. 11, 2006; Ser. No. 11/530,856, entitled “METHODS OF PLAYING VIDEOGAMES,” filed on Sep. 11, 2006; Ser. No. 11/530.860. entitled “VIDEOGAME CONTROLLERS,” filed on Sep. 11, 2006; and Ser. No. 11/530,862,entitled “VIDEO GAME MEDIA,” filed on Sep. 11, 2006.

BACKGROUND

The present disclosure relates to video games. More particularly, thepresent disclosure relates to video game systems, video game consoles,media for use with video game consoles, video game controllers, andmethods of playing video games.

Video games are enjoyed by children and adults alike, both in the arcadeand home environments. In the home environment, video games are oftenplayed on video game console systems. Such systems generally incorporatevideo games embodied in media in the form of cartridges (e.g., SUPERNINTENDO ENTERTAINMENT SYSTEM®, SEGA GENESIS™), CD-ROMs (e.g., SONYPLAYSTATION®), or DVDs (e.g., MICROSOFT X-BOX™, NINTENDO GAMECUBE®).

The following patent documents are incorporated herein by reference intheir entireties for all purposes: U.S. patent application Ser. Nos.60/184,128, 09/472,042, and 10/989,837; U.S. Patent ApplicationPublication Nos. 2002/0052238, 2002/0077182, 2004/0152521, 2004/0214642,2005/0143173, and 2006/0054679; U.S. Pat. Nos. 4,764,666, 5,190,285,5,689,561, 5,743,801, 5,853,327, 6,161,762, 6,200,216, 6,468,162,6,761,637, 6,773,325, 7,018,213, 7,057,492, and 7,081,033; InternationalPublication No. WO 2006/036851; European Patent Application PublicationNo. EP0492569; and Japanese Patent Application Publication NoJP07-323159.

In the event that any of the incorporated references listed in theprevious paragraph define a term or terms in a manner inconsistent witheither the disclosure of the present application or with any of theother incorporated references, the term or terms as used therein onlycontrol with respect to the patent document in which the term or termsare defined. Stated differently, a patentee of any one of theaforementioned incorporated references listed in the previous paragraph,when acting as his/her own lexicographer, does so only with respect tothe reference in which the term or terms are defined. Accordingly, anysuch defined term or terms do not, in any way, define the same orsimilar term or terms used in the present application or in any of theother aforementioned or later-mentioned references.

SUMMARY

Video game systems are provided. In some embodiments, a video gamesystem for executing instructions according to a video game contained onan item of first media include: an item of second media containing datadefining an aspect of the video game; and a video game console includinga housing, a first media device supported by the housing, a second mediadevice supported by the housing, and a control unit supported by thehousing and configured to control the first media device to read theitem of first media and to control the second media device to read theitem of second media.

Some video game systems include: a first type of media containinginstructions executable according to one or more video games, the firsttype of media configured to be received and read by a video gameconsole; and a second type of media including data relating to the oneor more video games, the second type of media being of a different typethan the first type of media and configured to be wirelessly read by thevideo game console, wherein the second type of media includes a firstsubset including data relating to a first aspect of the video games anda second subset including data relating to a second aspect of the one ormore video games.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a video game system including a videogame console, a video game controller, and an item of media in the formof a game card, the system shown in conjunction with a television.

FIG. 2 is a perspective view of a video game console shown in a closedconfiguration.

FIG. 3 is a perspective view of a video game console shown in an openconfiguration.

FIG. 4 is a perspective view of a video game console including anoptical media device, the video game console and the optical mediadevice both shown in an open configuration.

FIG. 5 is a front view of a video game controller including a game cardholder, the game card holder being shown holding a game card.

FIG. 6 is a left side view of a video game controller including a gamecard holder, the game card holder being shown holding a game card.

FIG. 7 is a partial cross-sectional front view of an item of media inthe form of a game card with an embedded wireless data transponder.

FIG. 8 is a partial cross-sectional front view of another item of mediain the form of a game card with an embedded wireless data transponder.

FIG. 9 is a flow chart illustrating an exemplary use of a video gamesystem.

DETAILED DESCRIPTION

A video game system is shown in FIG. 1 and generally indicated at 10.Video game systems may include a video game console 12, one or morevideo game controllers 14, and one or more items of media 16. As shown,systems 10 may be configured to be used in conjunction with atelevision, or other form of display screen, 18. For example, consolesmay include, or be adapted to connect to, an audio/video cable 20 fortransmitting audio/video data to television 18. Additionally oralternatively, video game consoles may be configured to wirelesslytransmit audio/visual data to an associated display screen and/orspeakers. Additionally or alternatively, video game consoles may includean integral display screen.

As illustrated in FIGS. 1-4, video game consoles 12 may include ahousing 22. In some embodiments, the housing has a first portion 24hingedly connected to a second portion 26. For example, a hinge member28 may functionally connect the first and second portions. Hinge member28 may include a first hinge 30 supported by the first portion of thehousing and a second hinge 32 supported by the second portion of thehousing and connected to and spaced apart from the first hinge by aconnecting piece 34. Console 12 may therefore be reconfigured between anopen configuration 36 where the first and second portions are generallyco-planar (as shown in FIGS. 1 and 3-4) and a closed configuration 38where the first and second portions are generally parallel and facingeach other (as shown in FIG. 2).

Video game consoles may include a control unit 39 supported by thehousing. The control unit may include various electronic componentsnecessary to functionally operate the console and the components thereofincluding peripheral components that may be attached to the console forperforming various functions. For example the control unit may include,but is neither required to include nor limited to, a processor such as a32-bit SUNPLUS™ SPG290 processor running at 150 MHz, memory includingRAM and/or ROM, etc.

Video game consoles 12 may also include various ports and/or connectorsfor peripheral devices such as video game controllers 14. For example,as shown in FIGS. 1-4, console 12 may include two controller ports 40configured to receive and provide communication between console 12 andcontrollers 14; however, consoles may be configured for any number ofvideo game controllers, whether fewer than or greater than two, and insome embodiments consoles and controllers may be configured for wirelesscommunication with each other. Additionally, consoles may include portsfor attachment of headphones, speakers, microphones, etc.

Consoles 12 may include an on/off, or power button, 42 and a power cord44 for attachment to a supply of power. Though illustrated as beingconfigured for receiving power from a standard North American 120 VACpower outlet, video game consoles may receive power from any suitablesource including a battery or batteries. In some embodiments, a powercord may be integral to the console, while in others, the console mayinclude a jack for receiving a power cord.

Video game consoles according to the present disclosure may include oneor more media devices for receiving and reading and/or transmitting andwriting data from and/or to various types of media including, but notlimited to, optical discs such as CDs and DVDs, floppy disks, smartcards, cartridges, flash cards, memory sticks, magnetic tapes,electromagnetic transponders, radio frequency transponders, or any othermedia capable of storing data. Transfer of data from the console tomedia or between the console and media may be implemented via a hardconnection such as via wired contacts in a game cartridge, opticallysuch as via an optical laser or infrared device, wirelessly such as viaradio waves or magnetic fields, or any other suitable method oftransferring data. Nonexclusive examples of media devices that may beincorporated into consoles according to the present disclosure include,but are not limited to, optical drives, floppy disk drives, cartridgereaders, proximity devices, electromagnetic readers, radio frequencyreaders, microwave frequency readers, infrared readers, bar codereaders, magnetic strip readers, etc. The present disclosure is notsolely limited to the illustrated and/or discussed examples.

In some embodiments, media devices may be of a type where a user cansimply locate or position an item of media relative to the media devicefor a length of time (e.g., less than five seconds), and the mediadevice will functionally read the media. Locate, as used in thiscontext, may include, but is not limited to, pass, hold, place, swipe,scam, position, etc. Such devices may be described as proximity devices.Radio frequency readers are an example of this type of device. Bar codereaders, magnetic strip readers, infrared light devices such as narrowbeam infra read devices, etc. are also all examples of this type ofdevice.

As used herein, radio frequency devices, also known as RFID (radiofrequency identification) devices are not limited solely to operatingwithin the radio frequency range. Rather, as is known in the art, RFIDhas become a term-of-art representing various devices that useelectromagnetic fields (e.g., in the approximately 10 Hz to 20 kHzrange) to wirelessly read and/or read and write data from and/or fromand to corresponding transponders capable of storing data. Variousconfigurations of such devices are known in the art and may be furtherdeveloped in the future, and such devices may be incorporated into videogame systems according to the present disclosure.

In the illustrated embodiment, console 12 includes a first media device46 in the form of an optical drive 48 and a second media device 50 inthe form of a radio frequency reader, or proximity device, 52 configuredto read and write data from and to associated radio frequencytransponders embodied in items of media 16 in the form of game cards 55;however, fewer than or greater than two media devices may be provided.In embodiments including more than one media device, such media devicesmay be of the same type or may be of a different type from each other.An exemplary optical drive may be a SONY KSM900ASI CD drive. Anexemplary radio frequency reader may be manufactured by INNOVISION, andan exemplary radio frequency transponder may be an IRT-1 chipmanufactured by INNOVISION.

First and second media devices 46, 50 may be supported by housing 22. Inthe illustrated embodiment, optical drive 48 is supported by firstportion 24 of housing 22 and radio frequency reader 52 is supported bysecond portion 26 of housing 22; however, any suitable configuration maybe provided. Optical drive 48 is illustrated as including a hinged cover53, shown in an open configuration and revealing an optical disc 57 inFIG. 4. Other configurations of optical drives are equally within thescope of the present disclosure.

Video game consoles according to the present disclosure may also includea light source 54 supported by housing 22, e.g., housed within housing22. In such embodiments, an outer surface 56 of housing 22 may includean opaque portion 58 and a translucent portion 60. As such, the controlunit may be configured to illuminate the translucent portion with thelight source. In some embodiments, the control unit may further beconfigured to illuminate the translucent portion with the light sourcewhen a media device supported by the housing is activated, e.g., whenradio frequency reader 52 communicates with a corresponding radiofrequency transponder embodied in an item of media 16, as generallyindicated by the dashed lines at 62 in FIG. 1. Other configurations oflight sources including LEDs and the like may equally be incorporatedinto consoles according to the present disclosure, and may be configuredto be illuminated in conjunction with various functions of a video gamesystem.

As mentioned, video game consoles may include, or be adapted to connectto, an audio/video cable 20 for transmission of audio/visual data and/orconsoles may include an integral speaker and/or integral display screen.Accordingly, consoles may be configured to transmit an audio signal toan associated speaker or speakers in response to various functions ofvideo game systems including, but not limited to, sounds generated bythe software associated with a video game embodied in an item of media,sounds generated by software associated with control of the consolehardware, etc. In some embodiments, consoles may be configured totransmit or send an audio signal when a media device is activated, e.g.,when second media device 50 is activated to read data from an item ofmedia and/or to confirm that a media device has successfully read datafrom an item of media.

In the illustrated embodiment, console 12 is configured to send an audiosignal to an associated speaker (e.g., integral or connected totelevision 18) when radio frequency reader 52 effectively communicateswith a corresponding radio frequency transponder embodied within an itemof media 16. Additionally or alternatively, consoles may include anintegral speaker supported by the housing, and consoles may beconfigured to transmit or send an audio signal to the integral speaker.Various other functions beyond those described may also trigger consolesto send audio signals to associated speakers, whether external orintegral to consoles, including, but not limited to, sounds associatedwith various video games, start-up routines of a system, etc.

In addition to the illustrated embodiments, consoles according to thepresent disclosure may be configured to connect to a local area network,a wide area network, the internet, etc. Accordingly, consoles mayinclude USB, FIREWIRE, or any other appropriate type of connection forconnecting to a computing device, or any other suitable device, to sendand/or receive data. Additionally or alternatively, consoles mayincorporate such computing devices within the housing of the consolesthemselves and be configured for hard-wired connection (e.g., viaEthernet) or for wireless connection (e.g., WiFi).

Turning now to FIG. 5, a non-exclusive illustrative video gamecontroller 14 is illustrated. As shown, controllers may include varioususer controls 64 supported by a housing 66 and configured to bemanipulated by a user for interacting with video game consoles (e.g.,for controlling a character of a video game, for navigating menus andscreens associated with a video game, etc.). Controllers may alsoinclude a processor 65, such as a SUNPLUS™ SPC11024A processor.

Illustrated controller 14 also includes a holder 68 supported by housing66. Holders according to the present disclosure may be configured toreceive and retain an item of media associated with a video game and/ora video game system. For example, in the depicted embodiment, holder 68is configured to receive and retain an item of media in the form of agame card 55. FIG. 5 illustrates a game card in dash-dot-dot lines beinginserted into the holder, as indicated at 69.

In the illustrated embodiment, holder 68 is supported by the housing ata generally front and top location so that when a user of controller 14is holding the controller in an intended manner during use, the user caneasily observe a front face 70 of game card 55 when the game card isretained by the holder. Stated differently, the holder may be positionedon the housing so that a card, when retained by the holder, extendsgenerally away from a user with face 70 facing toward the user, when theuser is holding the controller in an intended manner. Stated differentlyyet again, the holder may be configured to receive and retain an item ofmedia in the form of a card having indicia related to a video gameprinted thereon, and the holder may be positioned on the housing so thatthe indicia, when the card is retained by the holder, is legible by auser.

A holder according to the present disclosure may take any suitable formsuch that the holder is configured to receive and retain an item ofmedia. In the illustrated embodiment shown in FIG. 6, holder 68 isconfigured to provide a friction fit for a game card 55. As such, holder68 includes generally parallel engagement surfaces 72, 74, for engagingcorresponding surfaces of a game card 55. For example, a game card mayhave a thickness equal to or slightly greater than a correspondingdistance between engagement surfaces 72, 74. Accordingly, game cards maybe, but are not required to be, constructed of a material that allowsthem to be at least slightly compressed when inserted into and retainedby a holder of a controller. Additionally or alternatively, the holdermay be constructed such that a distance between engagement surfacesexpands when an item of media is received. Stated differently, surfaces72, 74 may be biased toward a closed or card-holding position.

In some embodiments, the thickness of a game card may be approximatelytwo and three-tenths millimeters, and the distance between theengagement surfaces of the holder may be approximately two to two andthree-tenths millimeters; however, any appropriate thickness of gamecard and distance between the engagement surfaces of the holder may beincorporated into a controller according to the present disclosure. Gamecards may be between two and three millimeters thick, between one andthree millimeters thick, between one and two millimeters thick, or maybe thinner or thicker than such stated ranges. Similarly, the distancebetween the engagement surfaces of the holder may be between two andthree millimeters, between one and three millimeters, between one andtwo millimeters, or may be closer or further apart than such statedranges.

In some embodiments of controllers, the holder may be described as aclip. Again, any configuration of a holder such that it is configured togenerally receive and retain an item of media is within the scope of thepresent disclosure.

Additionally or alternatively, in some embodiments of controllers, amedia device configured for reading and/or writing data from and/or toan item of media may be supported by the controller housing. Forexample, a controller may include a radio frequency reader, or proximitydevice, 76 configured to wirelessly read data from and/or write data toa corresponding radio frequency transponder embodied within an item ofmedia such as a game card 55. Other types of media devices may equallybe incorporated into controllers.

Additionally or alternatively, a controller and a console may form asingle unit. That is, the controller may be integral to the console. Insome such embodiments, a display screen may also be integral to theconsole, such that the controller, console and display screen form asingle portable unit.

As mentioned, media according to the present disclosure may be in theform of game cards 55. Cards 55 may be of any appropriate size andshape, and may include a housing 78 comprised of any suitable material,as shown in FIGS. 5-8. For example, housing 78 may be comprised of paperboard, layers of paper board, cardstock, plastic, ceramic, or any otherappropriate material. Housing 78 may be generally rectangular andapproximately ninety millimeters by sixty-four millimeters andapproximately two millimeters thick. In some embodiments, housing 78 mayhave one or more rounded corners as illustrated in FIGS. 5 and 7-8.Additionally or alternatively, a game card housing may have a truncatedcorner, for example opposite the rounded corner in the illustratedembodiments.

Housing 78 may be configured to receive indicia such as printed indiciaon face 70. As illustrated in FIG. 5, face 70 may include variousregions with indicia printed thereon. In one embodiment of a game cardcorresponding to a character of a video game, face 70 may include afirst region 80 including indicia such as a name of the character, asecond region 82 with indicia such as an image of the character, a thirdregion 84 with indicia such as a story of the character, and a fourthregion 86 with indicia such as attributes of the character. Otherconfigurations may equally be used on media and game cards according tothe present disclosure, and game cards are not limited to theillustrated and described embodiments.

Turning now to FIGS. 7-8, two embodiments of game cards 55 areillustrated including data storage devices in the form of radiofrequency transponders 88 embodied therein. Transponders 88 may bepassive transponders or they may be active transponders. That is, theymay receive power from an associated radio frequency reader, orproximity device, or they may include their own power source such asbatteries. Transponders 88 may be configured to be read from as well aswritten to by an associated radio frequency reader, or proximity device.

Transponders according to the present disclosure may be of any suitablesize. As shown, the transponder illustrated in FIG. 7 is sized togenerally extend near the perimeter of the game card, whereas thetransponder illustrated in FIG. 8 is sized to generally be housed withina corner region of the game card. Sizes of transponders embodied withingame cards may be dependent on such factors or variables as capacity ofdata storage required, relative distance to an associated readerrequired or desired to functionally communicate with the reader, levelof technology achieved within the art at the time of manufacture, etc.

Referring back to FIG. 1, a game card 55 is illustrated in use withconsole 12. As game card 55 is swiped, passed, or otherwise located overor near second console portion 26, and thus proximity device 52, asindicated by the arrow at 90, transponder 88 will effectivelycommunicate with proximity device 52. As discussed above, in response toeffective communication between the transponder and the proximitydevice, light source 54 may illuminate translucent portion 60 asindicated by the dashed lines at 62.

Now that various physical components or elements of video game systemsaccording to the present disclosure have been described, it may beappreciated that various types of data may be provided by, contained on,or embodied in, various types of media for use with the physicalcomponents discussed above. Such media including the data embodiedthereon may equally be described as being a component or element of avideo game system.

As mentioned, video game consoles may be configured to read data fromand/or write data to various types of media. A first item of media, or afirst type of media, may contain data and instructions executableaccording to a video game. In other words, the first item or type ofmedia may include executable instructions such as source code, a gameengine, middleware, and/or other appropriate instructions, softwareand/or game data necessary to provide an interactive video game via avideo game console. In some embodiments, the first item of media may bean optical disc, such as a CD or DVD. In other embodiments, the firstitem of media may be a cartridge, a floppy disk, or any other suitabletype of media.

A video game, the executable instructions of which may be provided on afirst item of media, may be a fighting game, a racing game, a sportsgame such as a baseball game, a role-playing game, or any otherappropriate type of video game including known types of video games aswell as types of video games yet to be developed and implemented inpresent video game systems whether due to a limitation of technology orsimply due to the imagination of video game designers.

Video game consoles according to the present disclosure may thereforeinclude a media device specifically configured to receive and read thefirst media containing instructions according to a video game. Asdiscussed above and illustrated in the figures, console 12 may include afirst media device 46 in the form of an optical drive 48 configured toread optical disc 57. Accordingly first media device 46 may be said tobe configured to receive and read first media containing instructionsexecutable according to a video game. Stated differently, control unit39 may be configured to control the first media device to read firstmedia containing instructions executable according to a video game.

A second item of media may contain data defining an aspect of a videogame. As used herein, an aspect of a video game may include, but is notlimited to, a character, an attribute of a character, a gameenvironment, and/or an attribute of a game environment, etc. In otherwords, while the first item of media, as used herein, may include dataand executable instructions necessary to provide an interactive videogame, the second item of media, as used herein, may include datacorresponding to a component of the underlying video game provided bythe first media. In second items of media containing data defining anattribute of a character or an attribute of an environment, the aspectsdefined thereon may be described as modifications to an aspect of avideo game.

For example, in an embodiment where a first item of media provides afighting game, a second item of media may define a fighter, i.e., mayprovide default data defining the fighter, such as, but neither requiredto include nor limited to, data defining appearance, strength, power,weapon capabilities, maneuver capabilities, health, endurance, stamina,constitution, mental prowess, etc. Additionally or alternatively, asecond item of media may provide data defining one or more modificationsto one or more attributes of a fighter that are different from anydefault data either provided by the first item of media or by a separatesecond item of media defining the fighter him/herself, such as, but notlimited to, a particular weapon, a particular move (whether offensive ordefensive, etc.) a particular strength level, a particular power level,a particular weapon, a particular maneuver, a particular appearance, aparticular technique, a particular accessory, etc.

Similarly, in an embodiment where a first item of media provides aracing game, a second item of media may define a car or other vehicle,i.e., may provide default data defining the vehicle, such as, butneither required to include nor limited to, data defining appearance,speed, horsepower, torque, handling capabilities, etc. Additionally oralternatively, a second item of media may provide data defining one ormore modifications to one or more attributes of a vehicle that aredifferent from any default data either provided by the first item ofmedia or by a separate second item of media defining the vehicle itself,such as, but not limited to, a particular paint job, a particularcomponent, a particular type of tires, an engine enhancement, etc.

Similarly yet, in an embodiment where the first item of media provides abaseball game, a second item of media may define a player of a baseballteam, i.e., may provide default data defining the player, such as, butneither required to include nor limited to, data defining the size ofthe player, the strength of the player, whether the player is left orright handed, the speed of the player, the appearance of the player,etc. Additionally or alternatively, a second item of media may providedata defining one or more modifications to one or more attributes of aplayer that are different from any default data either provided by thefirst item of media or by a separate second item of media defining theplayer him/herself, such as, but not limited to, a particular season'sstatistics, a particular strength level, a particular running speed, asize of bat, etc.

Other types of games are equally within the scope of the presentdisclosure and the present disclosure is not limited to the examplesdiscussed herein, including the types of games, the aspects of gamesembodied in the items of second media, the attributes of the variousaspects, etc.

Accordingly, media devices embodied in video game consoles according tothe present disclosure may be configured to receive and read first andsecond items of media as discussed herein. As discussed above, consolesmay include one or more media devices, and such one or more mediadevices may be of the same type or of a different type from each other.Whether one or more than one, and whether of the same or different type,consoles according to the present disclosure include at least one mediadevice configured to read first items of media (i.e., containinginstructions executable according to a video game) and at least onemedia device configured to read second items media (i.e., containingdata defining an aspect of a video game).

For example, in the illustrated embodiment, console 12 includes firstmedia device 46 in the form of an optical drive 48 configured to receiveand read first items of media in the form of optical disc 57 containinginstructions executable according to a video game. Console 12 alsoincludes second media device 50 in the form of proximity device 52configured to read second items of media in the form of game cards 55with transponders 88 embodied therein and containing second datadefining an aspect of a video game. However it is equally within thescope of the present disclosure that a console may include a singlemedia device configured to receive and read data from both first itemsof media and second items of media.

Because video game systems according to the present disclosure mayinclude various items of media embodying various different data relatedto video games, various methods of using the data and/or implementingthe data within the systems and/or by the consoles may be used. Forexample, some items of media used in video game systems may be limitedto a total number of times the data embodied thereon may be accessed.Stated differently, some items of media may be configured to limitaccess to the data to a predetermined number of accesses by a mediadevice. Stated differently yet again, the data embodied on some items ofmedia may be accessible only a predetermined number of times.

Additionally or alternatively, the control units or consoles, whetheroperating according to instructions from a first item of media orwhether operating according to instructions embodied in permanent memoryfor example, may control when the maximum number of uses for aparticular item of media has been reached. In other words, the item ofmedia may have an identity which the control unit recognizes andcatalogs or otherwise keeps track of the total number of times theparticular item of media has been used with that particular console.Accordingly, when the maximum number of times is reached, the controlunit, operating according to instructions, may prevent further access tothe item of media. An item of media that has been used a maximum numberof times may be described as being spent.

Yet another way of describing embodiments where data relating to anaspect of a video game may only be accessed a predetermined number oftimes, is as follows: An item of media readable by a video game consoleand writeable to record data correlating to a number of times the datadefining an aspect of a video game has been read by the console mayembody (1) data defining an aspect of a video game, (2) data defining amaximum number of times that the data defining an aspect of a video gamecan be read during a predetermined period, (3) instructions, forexecution by the console, to read the data defining an aspect of a videogame, and (4) instructions, for execution by the console, to read thedata defining the number of times the data defining an aspect of a videogame has been read.

In some embodiments, items of media may have a maximum number of timesthe data is accessible, period, while in other embodiments, items ofmedia may have a maximum number of times the data is accessible during asingle play session or other predetermined duration such as on a pergame basis. For example, in the latter instance, data from an item ofmedia may be accessible only five times during a single play session,but the data will be available five times again during a next playsession. A play session may be a round of a game, a session of use of aconsole (e.g., as long as the console remains powered), etc.

Such configurations discussed and embodied in a video game system mayencourage a player to limit the number of times he/she uses a particularitem of media because he/she has the knowledge that it will not providean unlimited number of uses. An example of such a scheme is where theitem of media includes data defining an attribute of a character. Forexample, using the fighting game example discussed above, a particularitem of media may embody data defining a special maneuver, the maneuverdesigned to inflict a fatal blow to an opponent. Such item of media mayonly be used ten times before the item of media can no longer be used,therefore making the player in possession of the item of media use itsparingly.

Additionally or alternatively, some items of media may be configuredsuch that at least a portion of the data embodied therein is accessibleby a media device only for a predetermined length of time. For example,an item of media may be activated upon an initial use. Thereafter, theitem of media may be configured to only allow access to the dataembodied thereon for a specific time period after activation. Such aproperty of the item of media may be carried out in a number of ways.One such example is where a console includes an internal clock, and whenan item of media is activated, the console writes time datacorresponding to the activation, to the item of media. Thereafter,whenever any console, whether the same console or a different console,attempts to access data from the item of media, the time data may bequeried and if the predetermined length of time has lapsed, the data mayno longer be accessible. Other ways of implementing such a scheme arealso possible and within the scope of the present disclosure.

Another way of describing such embodiments of items of media is asfollows: An item of media readable by a video game console may embody(1) data defining an aspect of a video game, (2) data defining anexpiration time for the data defining an aspect of a video game, (3)instructions, for execution by the console, to read the data defining anexpiration time for the data defining an aspect of a video game, and (4)instructions, for execution by the console, to read the data defining anaspect of a video game.

In some embodiments, the item of media may further embody instructions,for execution by the console, to write data defining a timecorresponding to a first instance of the console reading the datadefining an aspect of a video game, wherein the expiration time is atime relative to the first instance of the console reading the datadefining an aspect of a video game. In other embodiments the expirationtime may be a predetermined instance in time not dependent on the firstinstance of the console reading the data. In other words, items of mediamay simply be created with an expiration date, such that beyond theexpiration date, the item of media is no longer readable by a console.Again, other ways of implementing such a characteristic of an item ofmedia are also possible and within the scope of the present disclosure.

Other methods of using the data and/or implementing data within thesystems and/or by the consoles are also possible. For example, eventhough a player or players may have used an item of media an otherwisemaximum number of times, the item of media may be able to be recharged(i.e., restored so that the data may be accessed again a certain numberof times, whether the previous maximum number of times or a greater or afewer number of times). Examples of actions that may permit a player torecharge an item of media include, but are not limited to, performing aspecific maneuver with a character within a video game, discovering ahidden area or item within a video game, achieving a high score in avideo game, beating an opponent in a video game, etc. Such actions maybe described as predetermined manipulations of a character within a gameenvironment.

Another description of an ability to recharge an item of media is asfollows: An item of media readable by a video game console and writeableto record data correlating to a number of times the data defining anaspect of a video game has been read by the console may embody (1) datadefining an aspect of a video game, (2) data defining a maximum numberof times that the data defining an aspect of a video game can be readduring a predetermined period, (3) instructions, for execution by theconsole, to read the data defining an aspect of a video game, (4)instructions, for execution by the console, to read the data definingthe number of times the data defining an aspect of a video game has beenread, and (5) instructions, for execution by the console, to read thedata defining an aspect of a video game upon the number of times thedata defining an aspect of a video game has been read equaling themaximum number of times that the data defining as aspect of a video gamecan be read after a player has performed a predetermined manipulation ofa character within a video game.

Yet another description of an ability to recharge an item of media is asfollows: An item of media readable by a video game console and writeableto record data correlating to a number of times the data defining anaspect of a video game has been read by the console may embody (1) datadefining an aspect of a video game, (2) data defining a maximum numberof times that the data defining an aspect of a video game can be readduring a predetermined period, (3) instructions, for execution by theconsole, to read the data defining an aspect of a video game, and (4)instructions, for execution by the console, to read the data definingthe number of times the data defining an aspect of a video game has beenread, and (5) instructions, for execution by the console, to set thenumber of times the data defining an aspect of a video game has beenread equal to zero after a player has performed a predeterminedmanipulation of a character within a video game.

Another implementation of the data embodied in an item of media mayinclude different maximum number of uses for different characters. Forexample, an item of media may be accessible a first number of times whenused in conjunction with a first character and may be accessible asecond number of times when used in conjunction with a second character.Additionally or alternatively, an item of media may include data thathas a value associated with it that is reduced when the data is accessedand further such that the data is no longer accessible (i.e., the itemof media is spent) when the value reaches zero. A first character mayreduce the value a first amount and a second character may reduce thevalue a second amount. Therefore an item of media may have a greaterperceived value when used with one character than when used with anothercharacter.

Stated differently, an item of media readable by a video game consolemay embody (1) data defining an aspect of a video game, the aspecthaving a first value and a second value, (2) instructions, for executionby the console to, read the first value for use with a first character,and (3) instructions, for execution by the console, to read the secondvalue for use with a second character.

Another implementation of the data embodied in an item of media mayinclude the ability of a player to set the maximum number of times dataembodied on an item of media is accessible during a single play session.Stated differently, An item of media readable by a video game consoleand writeable to record data correlating to a number of times the datadefining an aspect of a video game has been read by the console mayembody (1) data defining an aspect of a video game, (2) data defining amaximum number of times that the data defining an aspect of a video gamecan be read during a predetermined period, (3) instructions, forexecution by the console, to read the data defining an aspect of a videogame, and (4) instructions, for execution by the console, to read thedata defining the number of times the data defining an aspect of a videogame has been read, and (5) instructions, for execution by the console,to set the maximum number of times that the data defining an aspect of avideo game can be read equal to a value input by a user of the videogame console.

Another type of data that may be embodied on items of media and that maybe described as embodying an aspect of a video game or an attribute of agame environment is data defining a key for use in a video game topermit a user of the item of media to access an otherwise locked, orinaccessible, game environment. Stated differently, an item of mediareadable by a video game console may embody (1) data defining a key, and(2) instructions, for execution by the console, to read the datadefining a key after a player reaches an impasse within a video gameenvironment.

Now that various types of media including various types of data embodiedtherein have been described, it may be appreciated that video gamesystems according to the present disclosure may provide a particulartype of gaming experience different than traditional home gamingsystems.

For example, in embodiments where the second items or type of media arein the form of game cards, such game cards may be used as trading cardsbetween individuals. That is, on a macro level, a video game systemaccording to the present disclosure may provide various sets of gamecards collectable by players of the system. For example, a particularvideo game title may have various characters associated with it, andsuch characters may be defined by data embodied on data storage devicesintegral to a plurality of character cards. Further, the characters mayhave various attributes associated therewith, the attributes beingdefined by data on the character cards or additionally or alternativelydefined by data on separate modification cards. Accordingly, players ofa video game system may purchase and/or trade various character and/ormodification cards as a way of obtaining a particular character with aparticular trait for use with a console and the playing of a video game.Similarly, environments of video games and aspects of environments maybe provided on environment cards and environment modification cards.

To further enhance the trading card aspect of a video game system,various sets and subsets of types of cards may be provided. For example,a given number of a first character card may be released or sold to thepublic, while a lesser number of a second character card may be releasedor sold to the public, thus making the second character cards morevaluable (even if just perceived value) to players of the video gamesystem.

Similarly, a given number of a first modification card may be releasedwhile a lesser number of a second modification card may be released,thus making the second modification cards more valuable. As anon-exclusive example, in a role playing video game, one set ofmodification cards may relate to spells capable of being cast bycharacters within a game environment. A first subset of such spell cardsmay include data defining a spell that is configured to reduce anopponent's power level by fifty percent, while a second subset of suchspell cards may include data defining a spell that, within the videogame environment, is configured to reduce an opponent's power level bytwenty five percent. Accordingly, the first subset of spell cards may bemore valuable to players than the second subset of spell cards. Thus aprovider of game cards may release fewer spell cards from the first setthan from the second set, making it more difficult for players to obtainsuch spell cards. Additionally or alternatively, providers of game cardsmay sell cards from sets having a fewer number for a higher price thanthey sell cards from sets having a greater number.

Trading card schemes as discussed above are not limited to spell cardsprovided for use in a role-playing video game, and may be implemented inany of the various forms of media discussed, whether embodying datadefining characters, attributes of characters, environments, attributesof environments, or any other appropriate aspect of video games.

Now that various components of video game systems including variousforms and characteristics of data embodied in media have been described,it may be appreciated that methods of playing video games from both theperspective of a player or players of the systems as well as from theperspective of the systems or consoles may be provided and are withinthe scope of the present disclosure.

Referring to FIG. 9, a flow chart representing a non-exclusiveillustrative series of events and/or steps associated with a use of avideo game system is provided. However, methods according to the presentdisclosure are not limited solely to the illustrated flow chart, as manyvariations are possible including variations in the order of the eventsand/or steps illustrated, omission of one or more of the events and/orsteps illustrated, and addition of various other events and/or steps notillustrated. Furthermore, the illustrated flow chart is indicated usingterms corresponding to an exemplary embodiment of a video game system,e.g., including first media in the form of game disks and second mediain the form of game cards; however, methods according to the presentdisclosure are not limited to such embodiments.

First, it should be appreciated that methods may be performed from theperspective of a player. For example, following the turning on of asystem or console, as indicated at 100, a method of playing a video gameon a video game console by a user, may comprise: (1) furnishing a firstmedia to the console as indicated at 102, the first media includinginstructions executable according to a video game having at least onegame environment; (2) furnishing a second media to the console, asindicated at 104, the second media including data defining a characterincluding at least one attribute that can be modified; (3) furnishing athird media to the console, as indicated at 110, the third mediaincluding data defining a modification to the at least one attribute ofthe character; and (4) manipulating the character within the at leastone game environment, as indicated at 112.

In some methods the first media may be of a different type than thesecond and third media. For example, as discussed, the first media maybe in the form of an optical disc, while the second and third media maybe in the form of game cards including wireless transponders. In suchmethods, furnishing second and third media may include locating therespective media relative to the console so that the respective wirelesstransponder effectively communicates with the console. In some methods,locating may include passing the respective media over the console. Insome methods locating may include holding the respective media at apredetermined distance from the console for a predetermined length oftime. In some methods, locating may include placing the second media onthe console for a predetermined length of time.

Some methods may further comprise furnishing a fourth media to theconsole, as indicated at 108, the fourth media including data definingthe at least one game environment.

Some methods may further comprise selecting a game environment from aplurality of game environments, as indicated at 108. In some methods,selecting a game environment is performed after furnishing a secondmedia and before furnishing a third media, though other configurationsare possible and within the scope of the present disclosure.

Some methods may further comprise, after furnishing the first media andbefore selecting the game environment, viewing a visual representationof at least a portion of the data defining the character, as indicatedat 106.

Some methods may further comprise, after manipulating the character,re-furnishing the second media to the console so that the data definingthe character can be updated by the console, as indicated at 120.

Some methods may further comprise viewing a visual representation of atleast a portion of the data defining the character, as indicated at 106and 122. In some methods, viewing the visual representation is performedafter furnishing the second media and before furnishing the third media,though other configurations are possible and within the scope of thepresent disclosure. After viewing character data a player may decidewhether to continue playing, as indicated at 124 and 128. If a playerchooses not to continue playing, he/she may turn off the system, asindicated at 126. If a player decides to continue playing the same game,he/she may choose a new character, as indicated at 130.

Some methods may further comprise, after winning or losing a round ofgame play, a game, or a level within a game, as indicated at 114,receiving a hint for manipulating the character within the at least onegame environment, as indicated at 116 and 118.

Some methods may further comprise, re-furnishing the second media whilemanipulating the character (e.g., during step 112). For example, aplayer may re-furnish the second media when a reward icon is displayedto the user by the video game. In other words, during game play andmanipulation of a character in a game environment, the game may promptthe player through visual indication that a reward may be obtained ifthe player furnishes his/her second media. In some methods, the icon maybe displayed for a limited time and the player may be required tofurnish his/her second media while the icon is displayed.

Some methods may further comprise furnishing a fourth media to theconsole while manipulating the character within the at least one gameenvironment (e.g., during step 112), the fourth media including datadefining a second modification to the at least one attribute of thecharacter. For example, a player may trigger a modification to anattribute of his/her character during game play if the player furnishesfourth media at an appropriate time. In some methods, providing thefourth media may trigger a modification to an attribute of an opponent.

It should also be appreciated that methods according to the presentdisclosure may be performed from the perspective of a video game systemor a video game console. For example, a video game method may beimplemented by a video game console, and may comprise: (1) receivingfirst data from a first media, as indicated at 102, the first dataincluding data defining a video game with at least one game environment;(2) receiving second data from a second media to create received seconddata, as indicated at 104, the second data including data defining acharacter that can be manipulated within the at least one gameenvironment, the character having at least one attribute that can bemodified; (3) receiving third data from a third media, as indicated at110, the third data including data defining a modification to the atleast one attribute of the character; (4) transmitting video data fordisplaying the at least one game environment with the character on adisplay screen, as indicated at 106; and (5) receiving user input formanipulation of the character within the at least one game environment,as indicated at 112.

Some methods may further comprise receiving fourth data from a fourthmedia, the fourth data including data defining the at least one gameenvironment, as indicated at 108.

In some methods receiving second and third data may include wirelesslyreceiving second and third data. In some methods, the console mayinclude a radio frequency reader and the second and third items of mediamay each include a radio frequency transponder.

Some methods may further comprise transmitting video data for displayinga selection of the at least one game environment on a display screen andreceiving user input for selection of a selected game environment, asindicated at 108. In some methods, transmitting video data fordisplaying a selection of the at least one game environment is performedafter receiving second data and before receiving third data, asindicated in FIG. 9, though other configurations are equally within thescope of the present disclosure.

Some methods may further comprise, after receiving user input formanipulation of the character within the at least one game environment,updating the data defining the character with at least one modificationto at least one of the at least one attribute, as indicated at 120. Insome methods, the console may subsequently display a visualrepresentation of at least a portion of the data defining the characteron a display screen, as indicated at 112.

Some methods may further comprise providing a hint for manipulation ofthe character within the at least one game environment. In some methodsproviding a hint includes transmitting video data and/or audio data fordisplaying and/or emitting a hint for manipulation of the characterwithin the at least one game environment, as indicated at 118.

Some methods may further comprise, while receiving user input formanipulation of the character within the at least one game environment,updating the received second data with a modification to the at leastone attribute of the character. In other words, the console may updatethe data received from the second item of media (e.g., in step 104) withchanges to attributes of the character that result during the playing ofa game. Accordingly, when second media is re-furnished (e.g., duringstep 120), the second media can be updated with the changes made duringgame play. In some methods a reward icon may be displayed to the playerduring game play, and thus if the player re-furnishes the second mediawhile or immediately after the reward icon is displayed, the receivedsecond data may be updated accordingly. Re-furnish, as used here, meansto again (i.e., the console previously received data from the seconditem of media) furnish the second media to the second media device inthe appropriate manner depending on the embodiment. For example, inembodiments incorporating a proximity device and game cards, the gamecard is again swiped to save the changes made during game play.

Some methods may further comprise receiving fourth data from a fourthmedia while receiving user input for manipulation of the characterwithin the at least one game environment, the fourth media includingdata defining a second modification to the at least one attribute of thecharacter. For example, if a player finds his/her character in aparticular situation within a game environment, he/she may affect amodification to an attribute of his/her character that may be beneficialto the situation. The present disclosure is not limited to this examplehowever, and others are equally within the scope of a method.

Some methods may further comprise receiving fourth data from a fourthmedia while receiving user input for manipulation of the characterwithin the at least one game environment, the fourth media includingdata defining a modification to an attribute of an opponent of thecharacter. For example, during game play, a player may furnish a fourthmedia to inflict a particular weapon upon an opponent, whether theopponent is another player of the video game or a virtual opponentcontrolled by the software of the system. Again, other examples areequally within the scope of the present disclosure.

In some methods, receiving third data includes modifying the datadefining the character a predetermined number of times. In some methods,after modifying the data defining the character a predetermined numberof times, the method further comprises notifying a user that the thirdmedia will no longer provide the data defining the modification to theat least one attribute of the character. In other words, some items ofthird media may be configured to have a limited use, whetherrechargeable or not, as discussed above.

In some methods, the at least one attribute has a range of values with amaximum value, and the value of the at least one attribute changes as auser manipulates the character within the at least one game environment.In such methods, the method may further comprise, when the value reachesthe maximum value, transmitting fourth data to a fourth media, thefourth data including data defining a modification to at least oneattribute of a second character. For example, a particular character mayhave a maximum level of power points equal to one hundred. While playingwith the character, the player may perform certain actions that wouldotherwise increase the power level of his/her character. But if his/hercharacter is already at a maximum value (e.g., one hundred), the systemmay permit the player to transfer the surplus power points to an item offourth media so the player can use the power points at a later time fora different character. Other examples are equally within the scope ofsuch a recited method.

Some methods may further comprise receiving user input for setting apredetermined number of times receiving third data may be performedduring a single play session of the video game. For example, some gamesmay permit a player to set the number of times a modification to acharacter attribute or attributes may be made during a particular game.Such a method allows a player to manipulate the difficulty of aparticular game. In some such methods, receiving third data includesreceiving the third data the predetermined number of times during asingle play session, and the method further comprises, after receivingthe third data the predetermined number of times and when a user inputsa predetermined manipulation of the character within the at least onegame environment, receiving third data an additional time beyond thepredetermined number of times. In other words, even though a maximumnumber of modifications was set by the player, if the player performs aspecial move, or manipulation of his/her character, the player may bepermitted to make additional modifications beyond the set maximum, as areward for having accomplished the special move. Other examples areequally within the scope of such methods.

In some methods, the at least one game environment may include a specialenvironment. In such methods, the methods may further comprise receivingfourth data from a fourth media and, after receiving fourth data,transmitting video data for displaying the special environment with thecharacter on a display screen. For example, in some games a particularlevel may be locked and may only be accessible if a player provides akey in the form of fourth media during game play. Stated differently, aplayer may reach an impasse within a game that can only be surpassedwith the furnishing of a special item of media. Other examples areequally within the scope of the present disclosure.

In some methods, the third data may include data having a first valueand a second value, such that the first value is associated with a firstcharacter and the second value is associated with a second character.For example, a game card configured to provide power points tocharacters may be worth more for one character than for another.

Some methods may further comprise, after receiving the third data apredetermined number of times and when a user inputs a predeterminedmanipulation of the character within the at least one game environment,again receiving the third data the predetermined number of times. Forexample, in a role playing game, an item of media embodying a spell maybe configured to be useable only ten times by a character. Once thespell has been used ten times (i.e., the item of media is spent), it mayno longer be used until the player performs a special move, uncovers aparticular item in the game, or any other predetermined manipulation ofthe character.

It should also be appreciated that methods according to the presentdisclosure may be performed from the perspective of a video game systemof a video game console with more than one player of the system orconsole. For example, a video game method may be implemented by a videogame console, and may comprise one or more of: (1) receiving first datafrom a first media, the first data including data defining a video gamewith at least one game environment; (2) receiving second data from asecond media provided by a first player, the second data including datadefining a first character that can be manipulated within the at leastone game environment, the first character having at least one attributethat can be modified; (3) receiving third data from a third mediaprovided by a second player, the third data including data defining asecond character that can be manipulated within the at least one gameenvironment, the second character having at least one attribute that canbe modified; (4) transmitting video data for displaying the at least onegame environment with the first and second characters on a displayscreen; (5) receiving user input from the first and second players formanipulation of the first and second characters, respectively, withinthe at least one game environment; (6) transmitting video data fordisplaying a reward icon for a predetermined length of time on a displayscreen, the reward icon representing a character attribute modification;(7) updating the data defining the first character with the characterattribute modification if, while the reward icon is displayed, the firstplayer re-provides the second media before the second player re-providesthe third media; and (8) updating the data defining the second characterwith the character attribute modification if, while the reward icon isdisplayed, the second player re-provides the third media before thefirst player re-provides the second media and while the reward icon isdisplayed. For example, during the playing of a video game by twoplayers, an icon may appear on the screen. The player to first furnishhis/her media embodying his/her character while the reward icon isdisplayed, gets to collect whatever reward the icon represents. Forexample, two players may be playing a fighting game, and a weapon mayappear on the screen (e.g., furnished by a virtual character within thegame). The first player to provide his/her appropriate media may get tocollect the weapon for use during the fight. Other examples are equallywithin the scope of the present disclosure.

It should now be appreciated that video game systems according to thepresent disclosure are configured to provide unique gaming experiences.The following discussion describes but a few exemplary types of gameplay that may be provided and implemented on video game systemsaccording to the present disclosure. The following discussion ispresented with reference to embodiments incorporating radio frequencytechnology including game cards with radio frequency transponders;however, the various types of game play discussed should be interpretedas being equally capable of implementation in other embodiments of videogame systems according to the present disclosure not necessarilyincorporating radio frequency technology.

In a battle mode, two or more players may compete against each other ina head-to-head competition in which the capabilities of their gamecharacters are tested. Alternatively, a single player may play against acomputer-controlled opponent if a second game player is not available.In battle mode, initial scanning of one or more character cards may notlead to those characters being displayed on a game display until thetime for beginning the battle. Once all the players have scanned theirchosen characters and their character attributes, the characters andtheir attributes may be revealed. Accordingly, players may not get toselect their character based upon another player's selection.

In a special mission game mode, a game player may choose to attempt amission that advances an overall game storyline. In some circumstances,a game player may choose any game character to use in attempting a gamemission. In other circumstances, it may be that a particular gamecharacter has one or more special missions to accomplish, or that aparticular mission may only be attempted by a specific game character.For example, if the overall game theme is X-MEN®, then it could be thata player using the JEAN GREY game character would be allowed to attempta game mission relating to GREY's psychic powers, whereas the same gamemission may not be available if the game player chose to use a WOLVERINEgame character.

Once a game mission is completed, it may be that a next portion of anoverall game storyline is made available for play. It may also be thatin the special mission game mode, a plurality of players may cooperateto accomplish a game task. For example, if one player wishes to workwith another player to complete a mission, the first player may swipe asecond, or third, etc., card to add another character to the mission.Such cooperative game play may be useful if, for example, a number ofopponents must be overcome nearly simultaneously for successfulcompletion of a game challenge. If another player is available tocontrol the one or more added game characters, then the new player maycontrol the character. Alternatively, if there is not another playeravailable to control the one or more added game characters, then theconsole processor may control the character so that a single game playermay play a cooperative game even in the absence of another human gameplayer.

As another possibility, it could be that any number of characters may becontrolled by human game players, with a plurality of other characters,of any desired number, being controlled by the console processor or byany other suitable computing device.

In a fusion game mode, a player may combine the attributes of one ormore game characters to create a new game character.

In a training game mode, a player may increase the level of one of agame character's attributes. Training may enable a game player toincrease the level of a game character's attribute by completing one ormore controlled missions that focus on use of that particular attribute.For example, in an X-MEN® game, a player attempting to improve WOLVERINEmelee claws attack may do so by systematically defeating a number ofopponents using that particular attack. Improving one or more of a gamecharacter's attributes could be used to make that game character morepowerful in a given game, or may make that game character more valuable,should the player want to trade the game card of that character for thegame card of a different character. Although training may be used toincrease a game character's abilities within a given ability level (forexample, a rating of three on a scale from one to five), training maynot necessarily be used to increase a game character's abilities fromone level to another, higher level.

As another possibility for training, it could be that a first gamecharacter meets a second game character during the course of a mission,challenge, etc. The second game character may teach the first gamecharacter a new technique or skill. As a way for the first character toretain that skill, the console may instruct a player controlling thatcharacter to swipe a given modification card for that technique orskill, thus adding the technique or skill to the attributes of the firstgame character.

It is believed that the disclosure set forth above encompasses multipledistinct inventions with independent utility. While each of theseinventions has been disclosed in a preferred form or method, thespecific alternatives, embodiments, and/or methods thereof as disclosedand illustrated herein are not to be considered in a limiting sense, asnumerous variations are possible. The present disclosure includes allnovel and non-obvious combinations and subcombinations of the variouselements, features, functions, properties, methods and/or stepsdisclosed herein. Similarly, where any disclosure above or claim belowrecites “a” or “a first” element, step of a method, or the equivalentthereof, such disclosure or claim should be understood to include one ormore such elements or steps, neither requiring nor excluding two or moresuch elements or steps.

Inventions embodied in various combinations and subcombinations offeatures, functions, elements, properties, steps and/or methods may beclaimed through presentation of new claims in a related application.Such new claims, whether they are directed to a different invention ordirected to the same invention, whether different, broader, narrower, orequal in scope to the original claims, are also regarded as includedwithin the subject matter of the present disclosure.

1. A video game system, comprising: an item of first media containinginstructions executable according to a video game; a plurality of itemsof second media, each item containing data defining an aspect of thevideo game; and a video game console including: a housing having a firsthousing portion and a second housing portion pivotally coupled to thefirst housing portion, each of the first housing portion and the secondhousing portion having an inner surface, the inner surfaces of the firsthousing portion and the second housing portion facing each other whenthe housing is in a folded configuration and being spaced apart fromeach other when the housing is in an unfolded configuration; a firstmedia device supported by the first housing portion and located on theinner surface of the first housing portion; a second media devicesupported by the second housing portion and located on the inner surfaceof the second housing portion; a control unit supported by the housingand configured to control the first media device to read the item offirst media and to control the second media device to read the item ofsecond media; wherein the plurality of items of second media includes: afirst subset containing data defining a character in the video game, thesecond media device being configured to read one of the items of secondmedia from the first subset at a first point in time during the videogame; and a second subset containing data defining a modification to anattribute of the character of the video game, the second media devicebeing configured to read one of the items of second media from thesecond subset at a second point in time during the video game, thesecond point in time being after the first point in time.
 2. The videogame system of claim 1, wherein the modification to the attribute of thecharacter is a weapon, an energy level, a move, an appearance, a powerlevel, a defense, an accessory, a skill, or a technique.
 3. The videogame system of claim 1, wherein the items of the second subset of secondmedia are configured to limit access to the data defining a modificationto an attribute of the character to a predetermined number of accessesby the second media device.
 4. The video game system of claim 1, whereinthe data defining a modification of an attribute of the character canonly be accessed by the second media device a predetermined number oftimes.
 5. The video game system of claim 1, wherein the first mediadevice reads the instructions of the item of first media when the itemof first media is engaged with the first media device, and the secondmedia device reads information contained on an item of second media whenthe item of second media is placed proximate to the second media device.6. A video game system, comprising: a video game console, comprising: ahousing having a first housing portion and a second housing portionmovably coupled to the first housing portion, the housing having afolded configuration and an unfolded configuration, each of the firsthousing portion and the second housing portion having an inner surfaceand an outer surface, the inner surface of the first housing portionfacing the inner surface of the second housing portion when the housingis in its folded configuration, the inner surface of the first housingportion being spaced apart from the inner surface of the second housingwhen the housing is in its unfolded configuration; a first media devicecoupled to the first housing portion and located on the inner surface ofthe first housing portion; and a second media device coupled to thesecond housing portion and located on the inner surface of the secondhousing portion; a first type of media containing instructionsexecutable according to one or more video games, the first type of mediaconfigured to be received and read by the first media device; and asecond type of media including data relating to the one or more videogames, the second type of media being of a different type than the firsttype of media and configured to be wirelessly read by the second mediadevice, wherein the second type of media includes a first subsetincluding data relating to a first aspect of the video games and asecond subset including data relating to a second aspect of the one ormore video games, the first subset of the second type of media beingconfigured to be read by the second media device at a first point intime during a video game, and the second subset of the second type ofmedia being configured to be read by the second media device at a secondpoint in time during a video game, the second point in time being afterthe first point in time.
 7. The video game system of claim 6, whereinthe second type of media is cards, each card including a wirelesstransponder containing the data relating to the one or more video games,the wireless transponder configured to be read by the second mediadevice which is a reader housed within the video game console.
 8. Thevideo game system of claim 7, wherein the wireless transponder is aradio frequency transponder.
 9. The video game system of claim 7,wherein the wireless transponder is a microwave transponder.
 10. Thevideo game system of claim 7, wherein the wireless transponder is anelectromagnetic transponder.
 11. The video game system of claim 7,wherein the wireless transponder operates in the approximately 10 Hz to20 kHz range.
 12. The video game system of claim 7, wherein the firsttype of media is optically read media.
 13. The video game system ofclaim 6, wherein the first aspect defines characters of the one or morevideo games and the second aspect defines modifications to attributes ofthe characters of the one or more video games.
 14. The video game systemof claim 13, wherein the modifications to attributes include weapons,energy levels, moves, appearances, power levels, defenses, accessories,skills, or techniques.
 15. The video game system of claim 13, whereinthe first subset of the second type of media includes a first sub-subsetand a second sub-subset, the first sub-subset being fewer in number thanthe second sub-subset.
 16. The video game system of claim 15, whereinmembers of the first subset of the second type of media have a valueassigned to each member of the first subset, and wherein members of thefirst sub-subset have a greater value than members of the secondsub-subset.
 17. The video game system of claim 16, wherein value ispurchase price.
 18. The video game system of claim 16, wherein value isconceived value to players of the video game system.
 19. The video gamesystem of claim 13, wherein the second subset of the second type ofmedia includes a first sub-subset and a second sub-subset, the firstsub-subset being fewer in number than the second sub-subset.
 20. Thevideo game system of claim 19, wherein members of the second subset ofthe second type of media have a value assigned to each member of thefirst subset, and wherein members of the first sub-subset have a greatervalue than members of the second sub-subset.
 21. The video game systemof claim 6, wherein the first subset of the second type of mediaincludes a first sub-subset and a second sub-subset, the firstsub-subset being fewer in number than the second sub-subset.
 22. Thevideo game system of claim 21, wherein members of the first subset ofthe second type of media have a value assigned to each member of thefirst subset, and wherein the members of the first sub-subset have agreater value than the members of the second sub- subset.
 23. The videogame system of claim 6, wherein the second subset includes items ofmedia including data that can only be accessed a predetermined number oftimes.
 24. The video game system of claim 6, wherein the second subsetincludes items of media that are configured to be used a predeterminednumber of times.
 25. The video game system of claim 6, wherein thesecond subset includes items of media that are configured to limitaccess to the data relating to the second aspect to a predeterminednumber of accesses by the video game consoles.
 26. The video game systemof claim 6, wherein the second subset includes items of media that areconfigured to limit access to the data relating to the second aspect toa predetermined length of time by the video game consoles.
 27. A videogame system comprising: a first item of media, the first item of mediacontaining instructions relating to a video game; a second item ofmedia, the second item of media being different than the first item ofmedia, the second item of media containing data relating to a characterin the video game, the second item of media being configured so thatdata relating to the video game on the second item of media can beupdated; a third item of media, the third item of media being differentthan the first item of media, the third item of media containing datarelating to an attribute of the character in the video game; and a videogame console, comprising: a housing having a first housing portion and asecond housing portion, the first housing portion being movably coupledto the second housing portion, the second housing portion including anindicator; a first media device supported by the first housing portion,the first media device being configured to read the first item of media;and a second media device supported by the second housing portion, thesecond media device being configured to read the second item of media ata first point of time during the video game, the second media devicebeing configured to read the third item of media at a second point oftime during the video game, the second point of time being after thefirst point of time, the second media device is a reader disposed withinthe second housing portion, and the indicator indicates when the secondmedia device is activated by reading one of the second item of media orthe third item of media.
 28. The video game system of claim 27, whereinthe indicator indicates that a particular item of media has been placedin proximity of the second media device.
 29. The video game system ofclaim 27, wherein the video game console generates an indication thatthe second item of media is to be re-furnished proximate to the secondmedia device.
 30. The video game system of claim 27, further comprising:a fourth item of media, the fourth item of media being different thanthe first item of media, the fourth item of media containing datadefining at least one game environment for the video game, the secondmedia device being configured to read the fourth item of media after athird point of time during the video game, the third point of time beinglater than each of the first point of time and the second point of time.31. A video game system, comprising: a first item of media; a seconditem of media; a first housing portion including a media device, thefirst housing portion being configured to receive the first item ofmedia so that the media device can read information relating to a videogame from the first item of media; and a second housing portionpivotally coupled to the first housing portion, the second housingportion being movable between a folded position in which the secondhousing portion is proximate to the first housing portion and anextended position in which the second housing is substantially planarwith the first housing portion, the second housing portion including areader that reads information relating to the video game from the seconditem of media in a non-contacting manner, the second housing portionincluding an indicator that indicates when the second item of media isread by the reader.
 32. The video game system of claim 31, wherein thesecond housing portion generates an indication that the second item ofmedia is to be placed proximate to the reader.
 33. The video game systemof claim 31, wherein the media device is an optical drive and the readeris a radio frequency reader.
 34. The video game system of claim 31,wherein the second item of media is a card having a transponder, and thereader is a radio frequency reader that communicates with thetransponder of the card.
 35. The video game system of claim 31, whereinthe second housing portion includes an opaque portion and a translucentportion, the indicator is a light source, and the light source ispositioned to illuminate the translucent portion of the second housingportion.